A Study of Playing Video Game on Computer with Keyboard Control

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A Study of Playing Video Game on Computer with Keyboard Control International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072 A Study Of Playing Video Game On Computer With Keyboard Control Muhammad Suhaib Student of Doctoral of Philosophy(Ph.D) in Computer Science Sr. Full Stack Developer, T-Mark Inc, Tokyo, Master of Engineering, Ritsumeikan University, Japan ----------------------------------------------------------------------------------***------------------------------------------------------------------------------ Abstract -Playing video games is debated from last 40 years, Video games is great educational potential, and same popular in every age of group, this study is trying to evaluation of play Video Game on computer with keyboard control, Tetris Puzzle game is selected for experiment and one user who don’t have any experience in past was requested to play this game with keyboard control at-least 50 time. Power Law of Practice is use to predict learning curve of the new Tetris game. Key Words: Power Law of Practice, Learning Curve, Video Game, Tetris Game, Keyboard Control. 1.INTRODUCTION Playing Video Game is very popular in both generations elder and children., video games are for fun and stimulating, Tetris is a tile Matching puzzle video game, Playing Tetris Game on computer is very popular. Tetris is Available almost all electronics format. It’s mainly play with left, right with the arrow keys or buttons and need to move tetrominoes to get them together. In this game seven type of tetrominoes and need to use the action to rotate the block to fit holes. May Users prefer to use keyboard control for playing game. 2. OBJECTIVE There is multiple way to measure how people learn an interface or task by doing a Learning Experiments. In this study we invite one player/user and asked to play a video game, we tries to estimate how long a player can spend in one session given his number of trials. We play Tetris Game Puzzle Game for experiment our study. 3. RELATED WORK In the 1980s, Allen Newell, a famous Carnegie Mellon cognitive scientist, analyzed reaction times for a variety of tasks reported in learning experiments and he noted that the learning curves obtained in all these studies had a very similar shape: that of a so-called power law[1] Accot, J. and Zhai, S Beyond Fitts' law: models for trajectory-based HCI tasks [2], Balakrishnan, R. and Hinckley, K. The role of kinesthetic reference frames in two-handed input performance[3], Barnert, W.C. A Comparison of One- Handed and Two-Handed Direct and Indirect Computer Interaction[4], Muhammad Suhaib, Sr. Full Stack Developer, Study of the learning curve of the Japanese keyboard on smartphone, A Study of Playing Tetris Game on Computer with Keyboard Contro[5][6]. 4. METHODOLOGY New User with no experience to play Tetris Puzzle game with keyboard control were asked to play this game 50 times table show the number of seconds the player last during each trial. Each time the player play the game we records record the finishing time of each trial. We use power law of practice logarithm of the reaction time for analysis of trials. Chart -1: Data and Analysis Finished Finished Finished No of Finished No of Trial Time No of Trial Time No of Trial Time Trial Time 1 75 16 351 31 434 46 426 2 77 17 364 32 495 47 516 3 194 18 347 33 545 48 542 4 250 19 402 34 430 49 605 5 200 20 610 35 456 50 576 6 330 21 552 36 486 7 185 22 360 37 545 © 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 113 International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072 8 240 23 367 38 486 9 258 24 560 39 575 10 182 25 611 40 610 11 280 26 657 41 475 12 376 27 538 42 661 13 560 28 537 43 585 14 495 29 420 44 486 15 366 30 552 45 542 Fig -1: Learning Curve The figure use the inverse of the time spend by the player during one session its depicts the learning curve of the Tetris game by the user. 3. MODEL The Model use the Power Law of Practice and it fit the inverse of the time player spend during each playing session -a (-0.6) Tn = T1 n = (1/75). n r2 = st – sr / st 1109906.17999-0.00022 _________________________ 1109906.17999 R2=0.99 3. CONCLUSION Playing video game on computer with keyboard control is highly in practice, this study seems to be very good at predicting the performance of a user at the Tetris game. This Study has some limitation worth: we only use one user for the experiment and it may be pretentious generalize this model to all player. © 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 114 International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072 REFERENCES [1] Allen Newell, Paul Rosenbloom (1980). Mechanisms of skill acquisition and the law of practice. Technical Report. School of Computer Science, Carnegie Mellon University. [2] Accot, J. and Zhai, S. (1997). Beyond Fitts' law: models for trajectory-based HCI tasks. ACM CHI Conference on Human Factors in Computing Systems. p. 295-302 [3] Balakrishnan, R. and Hinckley, K. (1999). The role of kinesthetic reference frames in two-handed input performance. ACM UIST Symposium on User interface Software and Technology. p. 171-178 [4] Barnert, W.C. (2005). A Comparison of One-Handed and Two-Handed Direct and Indirect Computer Interaction. Department of Computer Science, Tufts University, Medford, Mass. Technical Report 2005-11. [5] Muhammad Suhaib. 2018. Tilt or Touch? An Evaluation of Steering Control of Racing Game on Tablet or Smartphone, International Journal of Innovative Research in Computer and Communication Engineering, Vol. 6, Issue 9, September 2018 ISSN (Print) : 2320 – 9798 ISSN (Online) : 2320 - 9801. p. 7843-7847 [6] Muhammad Suhaib. (2018) A Study of Learning Curve of the Japanese Keyboard on Smartphone, International Journal of Scientific Research & Engineering Trends, Volume 4, Issue 5, Sep-Oct-2018, ISSN (Online): 2395-566X. p.900-901. [7] Suhaib, M., & Ohnishi, A. (2018). Potential Conflicts Identification among Sub Goals in Goal Oriented Requirement Analysis Using Matrix. International Journal of Progressive Sciences and Technologies, 10(2), 280-283. AUTHOR Muhammad Suhaib Doctoral Student Sr. Full Stack Developer T-Mark Inc, Tokyo, Japan Master of Engineering, Ritsumeikan University, Japan © 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 115 .
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